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Vehicle Damage
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===ADDING DAMAGE TEXTURES=== '''Step 1 - Face selection''' :* In all your '''Resolution''' and '''XXXX View''' LODs ensure the WHOLE vehicle is highlighted (ALT-A) in O2 and the whole vehicle is named ''"zbytek"'' :* If at any time you add to the model, ensure you Redefine ''"zbytek"'' to be the whole model again. '''Step 2 - Material definitions''' :* In every '''Resolution''' and '''XXXX View''' LOD ensure every texture you plan to make damaged has a MATERIAL definition :* This also typically means each texture will also have a "_NOHQ.paa" and a "_SMDI.paa" version of the textures. : http://members.iinet.net.au/~nrspence2/ArmA/DamageTut/DT_1.jpg : :# CTRL-Click on a Texture in the texture list :# From the menu select FACES -> FACE PROPERTIES :# Material definition appears in the lower right box :* If the texture does not have this, you probably have no choice except to create a Material definition. '''Step 3 - Destruct RVMATs''' :* Once all textures have been checked / fixed you don't need to re-enter O2 :* For each texture with a Materials definition you need to know 2 things ::#the filename and location of the NOHQ file ::#the dimensions of the texture (eg 1024x512 or 256x256 etc) :*Now create a '''''FILENAME''''' '''_destruct.rvmat''' for each texture using a copy of below <code> texturefilename_destruct.rvmat ambient[]={1.0,1.0,1.0,1.0}; diffuse[]={1.0,1.0,1.0,1.0}; forcedDiffuse[]={0.0,0.0,0.0,0.0}; emmisive[]={0.0,0.0,0.0,1.0}; specular[]={1.0,1.0,1.0,0.0}; specularPower=40.0; PixelShaderID="NormalMapMacroASSpecularDIMap"; VertexShaderID="NormalMapAS"; class Stage1 { texture="XXXSIG_general\effects\bottom_nohq.pacXXX"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage2 { texture="ca\data\destruct\vehicle_destrXXX256_256XXX_mc.paa"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.2,0.0,0.0}; pos[]={0.2,0.0,0.0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(1,1,1,1)"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; class Stage4 { texture="ca\data\destruct\vehicle_destrXXX256_256XXX_smdi.paa"; uvSource="tex"; class uvTransform { aside[]={1.0,0.0,0.0}; up[]={0.0,1.0,0.0}; dir[]={0.0,0.0,0.0}; pos[]={0.0,0.0,0.0}; }; }; </code> :* These new files will have to be in the same directory location as you other ''' .rvmat''' files :* An example; If the main texture is '''bottom.pac''' and the rvmat is '''bottom.rvmat''', the new file should be '''bottom_destruct.rvmat''' There are 3 '''XXX''' Highlighted section in the above code you need to customize; :* The FIRST section needs to point to your relevant _NOHQ texture :* The SECOND and THIRD section should (not need) point to the '''''default BIS texture of the same size as you texture''''' ::* i.e. '''1024_512''' or '''2048_1024''' ::* Most dimensions are covered by BIS from 2048x2048 through 256x256 :* Be sure to remove the '''XXX''' Once finished you should have 5 files for each texture; :* 1 main, 1 Normal Map (NOHQ), 1 Spectral Map (SMDI), 1 standard Material RVMAT and 1 Destroyed RVMAT http://members.iinet.net.au/~nrspence2/ArmA/DamageTut/DT_2.jpg '''Step 4 - CONFIG.CPP''' :* Not proven but likely in each '''CfgSkeletons''' you will need to inherit a BIS class, in this example "Car" CfgSkeletons partial <code> class CfgSkeletons { class car; class MyAddonSkeleton: car { isDiscrete=1; skeletonInherit = ""; </code> :* Again not proven but likely in each '''CfgModels''' you will need to inherit a BIS class, in this example "Car" again <code> CfgModels partial class CfgModels { class default{}; class Vehicle: Default { sectionsInherit=""; sections[] = {xxxx, xxxxx, xxxxxx, xxxxxx}; }; class Car: Vehicle { sectionsInherit="Vehicle"; sections[]= {xxxxxx, xxxxx, xxxxx, xxxxx, xxxxxx}; }; class MyAddonP3D: Car { skeletonName = "MyAddonSkeleton"; sectionsInherit="car"; </code> :* Under '''CfgVehicles''' you then need to make a '''class Damage''' definition. ::*Below is an example <code> CfgVehicles partial class CfgVehicles { class Landrover; // extended class class MyAddon: Landrover { ............ ............ class Damage { tex[] = {}; mat[] = { "SIG_general\effects\bottom.rvmat", "SIG_general\effects\bottom.rvmat", "SIG_general\effects\bottom_destruct.rvmat", ............. ............ ............. "SIG_general\effects\LastDamageTexture.rvmat", "SIG_general\effects\LastDamageTexture.rvmat", "SIG_general\effects\LastDamageTexture_destruct.rvmat" }; }; ............ ............ </code> :* The definitions are done in groups of 3 definitions; :** First definition is NO damage :** Second definition is HALF damage :** Third definition is FULL damage :* In the example above there is no HALF damage definition, it simply copies the NO damage definition. :* For half damage you could experiement with another "half" RVMAT file and reference it in the second line. '''With above complete for ever texture, this should now mean that you will see damage on your vehicle.'''
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